ROM Hack Triangle Strategy modding

gh0stslayr

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@khuong, the recruitment and leveling are done via lua scripts. I modified the 1st chapter script to call the recruitment function for all characters. For certain characters, they were either at set levels (i.e. Anna at Level 2) or has a formula based on current level (i.e. Avlora is current level + 2) so I also updated that file to be entirely set at level 1. Compiled the lua scripts and utilized the Unreal Engine pak patching method.

@Dark_Ansem, no, this is just having everyone recruited at level 1 at the beginning of a fresh new game. The level edits I had made previously was just a test.

I've attached the save file (NG Hard).

I've also attached the mod file. If you want to test this, start a new game, wait until you are able to open the Roster screen, save, and remove the mod file. I suspect this will also work for PC versions. Maybe someone can try it out.
 

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  • EveryoneLevel1Save.zip
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  • EveryoneLevel1Mod.zip
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MarvinXLII

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Nice work. Be aware though that the Switch and Steam releases have different mount points, so paks typically aren't compatible for both releases, even if the modded files themselves should be (although in that case, you could just unpack the paks, I guess....). Regardless, the lub files here would need to be encrypted to be compatible with the Steam release, as their encryption is mandatory.

Just curious though, any reason for keeping rank upgrades for some characters?
 
Last edited by MarvinXLII,

khuong

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@khuong, the recruitment and leveling are done via lua scripts. I modified the 1st chapter script to call the recruitment function for all characters. For certain characters, they were either at set levels (i.e. Anna at Level 2) or has a formula based on current level (i.e. Avlora is current level + 2) so I also updated that file to be entirely set at level 1. Compiled the lua scripts and utilized the Unreal Engine pak patching method.

@Dark_Ansem, no, this is just having everyone recruited at level 1 at the beginning of a fresh new game. The level edits I had made previously was just a test.

I've attached the save file (NG Hard).

I've also attached the mod file. If you want to test this, start a new game, wait until you are able to open the Roster screen, save, and remove the mod file. I suspect this will also work for PC versions. Maybe someone can try it out.

Nice mate, ya I've been trying to hook the lua loading functions, to load custom scripts, or even input them and have the engine run them

I'll take a look when I have more time! Thanks
 

wisnumurti

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@khuong, the recruitment and leveling are done via lua scripts. I modified the 1st chapter script to call the recruitment function for all characters. For certain characters, they were either at set levels (i.e. Anna at Level 2) or has a formula based on current level (i.e. Avlora is current level + 2) so I also updated that file to be entirely set at level 1. Compiled the lua scripts and utilized the Unreal Engine pak patching method.

@Dark_Ansem, no, this is just having everyone recruited at level 1 at the beginning of a fresh new game. The level edits I had made previously was just a test.

I've attached the save file (NG Hard).

I've also attached the mod file. If you want to test this, start a new game, wait until you are able to open the Roster screen, save, and remove the mod file. I suspect this will also work for PC versions. Maybe someone can try it out.
So where should I place the .PAK file?
 

gh0stslayr

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@MarvinXLII, sounds good regarding the PC version. Not much I can do since I don't have a copy. Did I miss some rank upgrades? Probably should've checked that too.

@khuong, sweet. Good luck with that!

@wisnumurti, probably should've been more clear with the folder structure but it should be EveryoneLevel1\romfs\Newera\Content\Paks\
 
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Dark_Ansem

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https://gbatemp.net/threads/how-to-unpack-and-repack-unreal-engine-4-files.531784/

The decryption tab is a must for PC, but bear in mind that it only decrypts the file indexing and assets in the pak file. It won't decrypt the lua code.
I used QuickBMS as a fix, does this also unpack the UEXP/UASSETS files?
Post automatically merged:

@GBJark324, unfortunately, I don't have the PC version so I can't really help you with this. Maybe you can try instructions from these links that apply for both Octopath Traveler and Bravely Default 2.




@Coolmotif30, I made some initial recruitment script modification with a new game. Hope to have another update on this soon.

View attachment 337286View attachment 337287

This doesn't work, sadly, for triangle strategy. Saves have something that makes the game crash on load.
 
Last edited by Dark_Ansem,

MarvinXLII

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QuickBMS is fine, but you need the right script, and you'll still need the encryption key. Both QuickBMS and UnrealPak extract all files (uasset, uexp, umap, lub, ...) from a pak file. I recommend UnrealPak since you'll need it for packing files if you want to share a mod.

Kind of jumping ahead, this is a really good editor for uasset/umap/uexp files. The AsanoDataEditor I recommended earlier had some issues modifying text, so use UAssetGUI instead.

https://github.com/atenfyr/UAssetGUI
 

Dark_Ansem

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QuickBMS is fine, but you need the right script, and you'll still need the encryption key. Both QuickBMS and UnrealPak extract all files (uasset, uexp, umap, lub, ...) from a pak file. I recommend UnrealPak since you'll need it for packing files if you want to share a mod.

Kind of jumping ahead, this is a really good editor for uasset/umap/uexp files. The AsanoDataEditor I recommended earlier had some issues modifying text, so use UAssetGUI instead.

https://github.com/atenfyr/UAssetGUI

Thank you, what I meant was how to get the stuff off the UEXP archives.
 

MarvinXLII

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What are you hoping to do? I'm confused because UAssetGUI should be fine, at least for viewing and modding basic data tables and text. All the parsed uexp data is displayed under "Export Data".
 

Chirijiraden

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So me and Narknon did a thing :)
 

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  • TriangleStrat.PNG
    TriangleStrat.PNG
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Coolmotif30

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@khuong, the recruitment and leveling are done via lua scripts. I modified the 1st chapter script to call the recruitment function for all characters. For certain characters, they were either at set levels (i.e. Anna at Level 2) or has a formula based on current level (i.e. Avlora is current level + 2) so I also updated that file to be entirely set at level 1. Compiled the lua scripts and utilized the Unreal Engine pak patching method.

@Dark_Ansem, no, this is just having everyone recruited at level 1 at the beginning of a fresh new game. The level edits I had made previously was just a test.

I've attached the save file (NG Hard).

I've also attached the mod file. If you want to test this, start a new game, wait until you are able to open the Roster screen, save, and remove the mod file. I suspect this will also work for PC versions. Maybe someone can try it out.
I've been waiting for this since the game released! thank you so much
 

Fatjoe

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Does anybody know if it would be possible to make the npcs and bosses playable? I tried this myself but I can’t figure out how I’m supposed to edit .pak files
 
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